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engines/ultima/ultima8/gfx/raw_shape_frame.h
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78
engines/ultima/ultima8/gfx/raw_shape_frame.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA8_GFX_RAW_SHAPEFRAME_H
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#define ULTIMA8_GFX_RAW_SHAPEFRAME_H
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namespace Ultima {
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namespace Ultima8 {
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struct ConvertShapeFormat;
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struct ConvertShapeFrame;
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/**
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* A raw shape frame just contains references into the (possibly compressed)
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* data for the shape and is used as an intermediate step in the loading
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* process.
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*/
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class RawShapeFrame {
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friend class ShapeFrame;
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public:
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// parse data.
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//
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// You will find this is quite similar to the ConvertShapeFrame except
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// all the unknown crap is removed. It's designed to allow for painting
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// only, and for speed when loading.
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RawShapeFrame(const uint8 *data, uint32 size, const ConvertShapeFormat *format = 0,
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const uint8 special[256] = 0, ConvertShapeFrame *prev = 0);
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~RawShapeFrame();
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void getConvertShapeFrame(ConvertShapeFrame &csf);
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private:
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uint32 _compressed;
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int32 _width, _height;
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int32 _xoff, _yoff;
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uint32 *_line_offsets; // Note these are offsets into rle_data
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const uint8 *_rle_data;
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// This will load a u8 style shape 'optimized'.
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void loadU8Format(const uint8 *data, uint32 size);
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// This will load a pentagram style shape 'optimized'.
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void loadPentagramFormat(const uint8 *data, uint32 size);
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// This will load any sort of shape via a ConvertShapeFormat struct
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// Crusader shapes must be loaded this way
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void loadGenericFormat(const uint8 *data, uint32 size, const ConvertShapeFormat *format);
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// This will load a u8-compressed shape
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void loadU8CMPFormat(const uint8 *data, uint32 size, const ConvertShapeFormat *format, const uint8 special[256], ConvertShapeFrame *prev);
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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